Carved out of a fang taken from Zeltroif the Black, and larger than most full-grown Dwarves, an immense power flows through this greataxe. Power so much, that even attuning to the axe is dangerous in it's own right. Any creature that attempts to attune to this weapon must succeed a DC 17 constitution saving throw or be reduced to 0 HP, and is unable to attempt attunement again until the next dawn.
While attuned to this greataxe you have the following benefits:
- Zeltroif's might flows through you. Your strength score is increased by +3, as does your maximum for that score.
- Zeltroif's breath is felt, even in death. Once per day you may summon the spirit of Zeltroif, and summon a 60ft long, 5ft wide beam of pure energy. Any creature within the beam must succeed on a DC 18 dexterity saving throw, taking 30 (5d10) psychic damage on a failure, or half as much on a success. Once you use this feature, you can't use it again until the next dawn.
- Zeltroif's monstrous presence can be felt by any dragon. You have advantage on Charisma (Persuasion) and Charisma (Intimidation) checks to interact with dragons. If you're proficient in either of these skills, double your proficiency bonus for the check.
- Zeltroif's long life is bestowed upon you. The magic within the axe causes you to age more slowly. For every 10 years that pass, your body ages only 1 year, and you are immune to spells or other magical effects that would alter your age.
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a Greataxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Notes: Bonus: Magic, Advantage: Charisma Ability Checks, Bonus: Strength Score, Bonus: Ability Score Maximum, Damage, Buff, Combat, Heavy, Two-Handed, Cleave
Previous Versions
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